{"id":103,"date":"2025-02-27T13:44:23","date_gmt":"2025-02-27T13:44:23","guid":{"rendered":"https:\/\/sites.wsagames.com\/lament\/?p=103"},"modified":"2025-03-13T10:46:48","modified_gmt":"2025-03-13T10:46:48","slug":"week-4-playtest-feedback","status":"publish","type":"post","link":"https:\/\/sites.wsagames.com\/lament\/2025\/02\/27\/week-4-playtest-feedback\/","title":{"rendered":"Week 4: Playtest Feedback and Meeting Notes"},"content":{"rendered":"\n<p><strong>Feedback -&gt; What to alter\/add<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Tutorial\n<ul class=\"wp-block-list\">\n<li>attack directionality should be clearer\n<ul class=\"wp-block-list\">\n<li>hide mouse cursor<\/li>\n\n\n\n<li>change how attacking works<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n\n\n\n<li>Big door\n<ul class=\"wp-block-list\">\n<li>needs a slower reveal, either dialogue box or animation.<\/li>\n<\/ul>\n<\/li>\n\n\n\n<li>Door animation\n<ul class=\"wp-block-list\">\n<li>improves clarity for player direction and how to progress in the game<\/li>\n\n\n\n<li>players can&#8217;t tell when they&#8217;re also being locked in a room<\/li>\n<\/ul>\n<\/li>\n\n\n\n<li>Death animation and gameplay loop<\/li>\n\n\n\n<li>Health UI\n<ul class=\"wp-block-list\">\n<li>players can&#8217;t tell when they&#8217;re taking damage and how low health they have. Means they might take more damage than intended and play a certain way.<\/li>\n<\/ul>\n<\/li>\n\n\n\n<li>Damage indicators for enemies\n<ul class=\"wp-block-list\">\n<li>being able to track enemy damage can let players grasp the strength of other enemies and they can change how they play according to that.<\/li>\n<\/ul>\n<\/li>\n\n\n\n<li>Level obstacles blend in with the background and players can&#8217;t track what is killing them<\/li>\n\n\n\n<li>Enemy projectiles look wrong or &#8216;off&#8217; <\/li>\n\n\n\n<li>Accessablity controls\n<ul class=\"wp-block-list\">\n<li>controller use<\/li>\n\n\n\n<li>key rebinds<\/li>\n<\/ul>\n<\/li>\n\n\n\n<li>Hub tree hitbox is oversized\n<ul class=\"wp-block-list\">\n<li>causing confusion for players<\/li>\n<\/ul>\n<\/li>\n\n\n\n<li>Hub door design should be clearer<\/li>\n\n\n\n<li>Dash needs changes\n<ul class=\"wp-block-list\">\n<li>either forces directional movement<\/li>\n\n\n\n<li>could be able to change direction in dash\n<ul class=\"wp-block-list\">\n<li>more of a roll<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n\n\n\n<li>Basic enemies do too much damage<\/li>\n\n\n\n<li>Sync up attack with animation\n<ul class=\"wp-block-list\">\n<li>maybe lock attack movement<\/li>\n<\/ul>\n<\/li>\n\n\n\n<li>Spikes have no collision\n<ul class=\"wp-block-list\">\n<li>also blends into background<\/li>\n<\/ul>\n<\/li>\n\n\n\n<li>Add in items that will restore health<\/li>\n\n\n\n<li>Sound<\/li>\n\n\n\n<li>No clear goal<\/li>\n\n\n\n<li>Menu UI resolution needs to be fixed<\/li>\n<\/ul>\n\n\n\n<p>Bugs<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Players are sometimes able to clip through closed doors without having to clear the room<\/li>\n\n\n\n<li>Can view surrounding rooms when walking into the corner of the current room<\/li>\n\n\n\n<li>Enemies can be cornered\n<ul class=\"wp-block-list\">\n<li>makes levels too easy<\/li>\n<\/ul>\n<\/li>\n\n\n\n<li>Can walk back into locked room.<\/li>\n<\/ul>\n\n\n\n<p>Positives<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Enemies stand out well on the background and are visusally striking<\/li>\n\n\n\n<li>Attack loop is satisfying and feels good to use <\/li>\n\n\n\n<li>Room transistion is smooth\n<ul class=\"wp-block-list\">\n<li>players are getting stuck mid transition, might need to force the player through the doorway a certain amount<\/li>\n<\/ul>\n<\/li>\n\n\n\n<li>protag animations are satisfying\n<ul class=\"wp-block-list\">\n<li>might be a bit too big<\/li>\n<\/ul>\n<\/li>\n\n\n\n<li>hub design is good<\/li>\n\n\n\n<li>character design is good<\/li>\n<\/ul>\n\n\n\n<p><\/p>\n\n\n\n<p><a href=\"https:\/\/docs.google.com\/forms\/d\/1kjpT0DS_shDirHUYpBjZcx1vDOKQX78pulFGiZXNxTo\/edit\">https:\/\/docs.google.com\/forms\/d\/1kjpT0DS_shDirHUYpBjZcx1vDOKQX78pulFGiZXNxTo\/edit<\/a><\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\" \/>\n\n\n\n<h2 class=\"wp-block-heading has-text-align-center\">Statuses on Previous Week&#8217;s Tasks<\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Ejay<\/strong>&nbsp;-&gt; Added Room Manager\n<ul class=\"wp-block-list\">\n<li>Fixed dash\u2705\n<ul class=\"wp-block-list\">\n<li>Dash no longer collides with new movement scripts\u2705<\/li>\n\n\n\n<li>Dash makes player immune to damage\u2705<\/li>\n<\/ul>\n<\/li>\n\n\n\n<li>Added Start Menu\n<ul class=\"wp-block-list\">\n<li>Working start button\u2705<\/li>\n\n\n\n<li>Working exit button\u274c<\/li>\n<\/ul>\n<\/li>\n\n\n\n<li>Player is now able to damage enemies\u2705<\/li>\n\n\n\n<li>Player can now take damage from enemies\u2705<\/li>\n\n\n\n<li>Helped with player animations\u2705<\/li>\n\n\n\n<li>Began Wrought enemy prototype\u2705<\/li>\n<\/ul>\n<\/li>\n\n\n\n<li><strong>Riya<\/strong>&nbsp;-&gt;  Enemy whisper animations\ud83d\udd04\ufe0f<\/li>\n\n\n\n<li><strong>Josh&nbsp;<\/strong>-&gt; Level layouts(paused) \ud83d\udd04\ufe0f \n<ul class=\"wp-block-list\">\n<li>Dialouge and Narrative direction<\/li>\n<\/ul>\n<\/li>\n\n\n\n<li><strong>Ayse&nbsp;<\/strong>-&gt; Attacking, health mechanics. \n<ul class=\"wp-block-list\">\n<li>Fixing sprite animations<\/li>\n<\/ul>\n<\/li>\n\n\n\n<li><strong>Xane&nbsp;<\/strong>-&gt; Animated background tiles and hub <\/li>\n<\/ul>\n\n\n\n<p>Most of the tasks from the previous week have been completed such as:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Enemy behaviours (Attacking and Movement and Health) for: Whispers\u2705 and Wroughts\u274c<\/li>\n\n\n\n<li>Protagonist animations, Enemy animations \u2705<\/li>\n\n\n\n<li>Level layouts(cont)\u2705<\/li>\n\n\n\n<li>Menu UI (cont)\u2705, Player (Attacking and Health)\u2705<\/li>\n\n\n\n<li>Tree of Sorrow animation &amp; Design redrafts (cont)\u2705<\/li>\n<\/ul>\n\n\n\n<p>However there are still some finishing touches that must be made on last weeks tasks:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Health UI<\/li>\n\n\n\n<li>Wroughts attacks and health<\/li>\n<\/ul>\n\n\n\n<p>Most of the tasks for before the Thursday playtest were completed, however, there is still a lot of room for improvement, especially in terms of combat and UI. Dungeon design and feel is very good, but the actual gameplay is still very rough. <\/p>\n\n\n\n<h2 class=\"wp-block-heading has-text-align-center\">Important Discussions<\/h2>\n\n\n\n<p>After the Thursday playtest we mostly discussed how we can further improve the game playability by implementing and changing the things listed below:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>We need to add a dely on enemies attacking the player, they currently go into combat immediatly which causes some confusion and panic for the player.<\/li>\n\n\n\n<li>Damage values need to be adjusted<\/li>\n\n\n\n<li>Need to make a tutorial room.<\/li>\n\n\n\n<li>Pause button and death replay loop.<\/li>\n\n\n\n<li>Health UI and damage indicators.<\/li>\n\n\n\n<li>Spikes need to be redesigned to be clearer on the background.<\/li>\n\n\n\n<li>Enemy attacks need to fit in with the theme more.<\/li>\n\n\n\n<li>Tree hitbox needs to be fixed<\/li>\n\n\n\n<li>Dash needs forced input <\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading has-text-align-center\">Aims to Complete In Week 5<\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Ejay<\/strong>\u00a0-&gt; Enemy behaviour. Pause and death replay loop. Adjust damage values. Dash forced input.<\/li>\n\n\n\n<li><strong>Riya<\/strong>\u00a0-&gt; Enemy bullet sprite. Start on Wrought animations. Canvas re-size.<\/li>\n\n\n\n<li><strong>Josh\u00a0<\/strong>-&gt;Entry cutsce dialogue. Item drop dialogue.<\/li>\n\n\n\n<li><strong>Ayse&nbsp;<\/strong>-&gt; Health UI. Pause Menu.<\/li>\n\n\n\n<li><strong>Xane\u00a0<\/strong>-&gt; Tree hitbox. Spike designs. Tile layers.<\/li>\n<\/ul>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\" \/>\n\n\n\n<p><em>Written by Joshua Bates<\/em>. <em>Reviewed\/Formatted by Aysa Atalay<\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Feedback -&gt; What to alter\/add Bugs Positives https:\/\/docs.google.com\/forms\/d\/1kjpT0DS_shDirHUYpBjZcx1vDOKQX78pulFGiZXNxTo\/edit Statuses on Previous Week&#8217;s Tasks Most of the tasks from the previous week have been completed such as: However there are still some finishing touches that must be made on last weeks tasks: Most of the tasks for before the Thursday playtest were completed, however, there is&#8230;<\/p>\n","protected":false},"author":5,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[19],"tags":[],"class_list":["post-103","post","type-post","status-publish","format-standard","hentry","category-meeting-notes"],"_links":{"self":[{"href":"https:\/\/sites.wsagames.com\/lament\/wp-json\/wp\/v2\/posts\/103","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sites.wsagames.com\/lament\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sites.wsagames.com\/lament\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sites.wsagames.com\/lament\/wp-json\/wp\/v2\/users\/5"}],"replies":[{"embeddable":true,"href":"https:\/\/sites.wsagames.com\/lament\/wp-json\/wp\/v2\/comments?post=103"}],"version-history":[{"count":13,"href":"https:\/\/sites.wsagames.com\/lament\/wp-json\/wp\/v2\/posts\/103\/revisions"}],"predecessor-version":[{"id":128,"href":"https:\/\/sites.wsagames.com\/lament\/wp-json\/wp\/v2\/posts\/103\/revisions\/128"}],"wp:attachment":[{"href":"https:\/\/sites.wsagames.com\/lament\/wp-json\/wp\/v2\/media?parent=103"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sites.wsagames.com\/lament\/wp-json\/wp\/v2\/categories?post=103"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sites.wsagames.com\/lament\/wp-json\/wp\/v2\/tags?post=103"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}